Belluomini
Kill Team: Armageddon
A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.
Core Game Setup
- Play Area: Played on scaled down 40K board around 48"x36"
- Activations: Teams are structured around target of 15 activations per side
- Deployment: Players alternate deployment in thirds like standard kill team
- Team Rule: Each team has a unique team rule special to that faction
- Initiative: Rolled at the start of the game and at the beginning of every new turning point.
- Command Point Economy:
- The player who wins initiative receives 4 CP.
- The player who loses initiative receives 5 CP
- CP are spent on stratagems
Rules & Modifications
1. Squad Activations
Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.
2. Control Zones
Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty
3. To Keep Pace - Synchronized rollouts
When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing
4. To Keep Pace - Double activations
To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.
5. Unit Hierarchy
Units are labeled as Boss, leader, standard unit and vehicle.
6. Equipment
Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.
When Attacking
1. Ranged attacks
Unless blast, attack only one model. Excess damage does not spill over to rest of squad.
2. Melee attacks
Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.
3. Split Fire
You can target different enemies during the same activations in situations like Bolter discipline and different squad members
4. Cover and Height
While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.
To Victory!
- Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
- Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
- Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
- Kill Op (Bonus VPs):
- Leader Kills: +1 VP
- Boss Kills: +2 VP
- Total Team Wipe: +5 VP
Kill Team: Armageddon
A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.
Core Game Setup
- Play Area: Played on scaled down 40K board around 48"x36"
- Activations: Teams are structured around target of 15 activations per side
- Deployment: Players alternate deployment in thirds like standard kill team
- Team Rule: Each team has a unique team rule special to that faction
- Initiative: Rolled at the start of the game and at the beginning of every new turning point.
- Command Point Economy:
- The player who wins initiative receives 4 CP.
- The player who loses initiative receives 5 CP
- CP are spent on stratagems
Rules & Modifications
1. Squad Activations
Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.
2. Control Zones
Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty
3. To Keep Pace - Synchronized rollouts
When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing
4. To Keep Pace - Double activations
To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.
5. Unit Hierarchy
Units are labeled as Boss, leader, standard unit and vehicle.
6. Equipment
Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.
When Attacking
1. Ranged attacks
Unless blast, attack only one model. Excess damage does not spill over to rest of squad.
2. Melee attacks
Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.
3. Split Fire
You can target different enemies during the same activations in situations like Bolter discipline and different squad members
4. Cover and Height
While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.
To Victory!
- Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
- Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
- Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
- Kill Op (Bonus VPs):
- Leader Kills: +1 VP
- Boss Kills: +2 VP
- Total Team Wipe: +5 VP
Kill Team: Armageddon
A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.
Core Game Setup
- Play Area: Played on scaled down 40K board around 48"x36"
- Activations: Teams are structured around target of 15 activations per side
- Deployment: Players alternate deployment in thirds like standard kill team
- Team Rule: Each team has a unique team rule special to that faction
- Initiative: Rolled at the start of the game and at the beginning of every new turning point.
- Command Point Economy:
- The player who wins initiative receives 4 CP.
- The player who loses initiative receives 5 CP
- CP are spent on stratagems
Rules & Modifications
1. Squad Activations
Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.
2. Control Zones
Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty
3. To Keep Pace - Synchronized rollouts
When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing
4. To Keep Pace - Double activations
To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.
5. Unit Hierarchy
Units are labeled as Boss, leader, standard unit and vehicle.
6. Equipment
Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.
When Attacking
1. Ranged attacks
Unless blast, attack only one model. Excess damage does not spill over to rest of squad.
2. Melee attacks
Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.
3. Split Fire
You can target different enemies during the same activations in situations like Bolter discipline and different squad members
4. Cover and Height
While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.
To Victory!
- Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
- Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
- Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
- Kill Op (Bonus VPs):
- Leader Kills: +1 VP
- Boss Kills: +2 VP
- Total Team Wipe: +5 VP
Kill Team: Armageddon
A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.
Core Game Setup
- Play Area: Played on scaled down 40K board around 48"x36"
- Activations: Teams are structured around target of 15 activations per side
- Deployment: Players alternate deployment in thirds like standard kill team
- Team Rule: Each team has a unique team rule special to that faction
- Initiative: Rolled at the start of the game and at the beginning of every new turning point.
- Command Point Economy:
- The player who wins initiative receives 4 CP.
- The player who loses initiative receives 5 CP
- CP are spent on stratagems
Rules & Modifications
1. Squad Activations
Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.
2. Control Zones
Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty
3. To Keep Pace - Synchronized rollouts
When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing
4. To Keep Pace - Double activations
To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.
5. Unit Hierarchy
Units are labeled as Boss, leader, standard unit and vehicle.
6. Equipment
Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.
When Attacking
1. Ranged attacks
Unless blast, attack only one model. Excess damage does not spill over to rest of squad.
2. Melee attacks
Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.
3. Split Fire
You can target different enemies during the same activations in situations like Bolter discipline and different squad members
4. Cover and Height
While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.
To Victory!
- Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
- Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
- Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
- Kill Op (Bonus VPs):
- Leader Kills: +1 VP
- Boss Kills: +2 VP
- Total Team Wipe: +5 VP
Kill Team: Armageddon
A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.
Core Game Setup
- Play Area: Played on scaled down 40K board around 48"x36"
- Activations: Teams are structured around target of 15 activations per side
- Deployment: Players alternate deployment in thirds like standard kill team
- Team Rule: Each team has a unique team rule special to that faction
- Initiative: Rolled at the start of the game and at the beginning of every new turning point.
- Command Point Economy:
- The player who wins initiative receives 4 CP.
- The player who loses initiative receives 5 CP
- CP are spent on stratagems
Rules & Modifications
1. Squad Activations
Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.
2. Control Zones
Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty
3. To Keep Pace - Synchronized rollouts
When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing
4. To Keep Pace - Double activations
To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.
5. Unit Hierarchy
Units are labeled as Boss, leader, standard unit and vehicle.
6. Equipment
Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.
When Attacking
1. Ranged attacks
Unless blast, attack only one model. Excess damage does not spill over to rest of squad.
2. Melee attacks
Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.
3. Split Fire
You can target different enemies during the same activations in situations like Bolter discipline and different squad members
4. Cover and Height
While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.
To Victory!
- Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
- Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
- Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
- Kill Op (Bonus VPs):
- Leader Kills: +1 VP
- Boss Kills: +2 VP
- Total Team Wipe: +5 VP
Kill Team: Armageddon
A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.
Core Game Setup
- Play Area: Played on scaled down 40K board around 48"x36"
- Activations: Teams are structured around target of 15 activations per side
- Deployment: Players alternate deployment in thirds like standard kill team
- Team Rule: Each team has a unique team rule special to that faction
- Initiative: Rolled at the start of the game and at the beginning of every new turning point.
- Command Point Economy:
- The player who wins initiative receives 4 CP.
- The player who loses initiative receives 5 CP
- CP are spent on stratagems
Rules & Modifications
1. Squad Activations
Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.
2. Control Zones
Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty
3. To Keep Pace - Synchronized rollouts
When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing
4. To Keep Pace - Double activations
To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.
5. Unit Hierarchy
Units are labeled as Boss, leader, standard unit and vehicle.
6. Equipment
Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.
When Attacking
1. Ranged attacks
Unless blast, attack only one model. Excess damage does not spill over to rest of squad.
2. Melee attacks
Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.
3. Split Fire
You can target different enemies during the same activations in situations like Bolter discipline and different squad members
4. Cover and Height
While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.
To Victory!
- Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
- Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
- Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
- Kill Op (Bonus VPs):
- Leader Kills: +1 VP
- Boss Kills: +2 VP
- Total Team Wipe: +5 VP
Kill Team: Armageddon
A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.
Core Game Setup
- Play Area: Played on scaled down 40K board around 48"x36"
- Activations: Teams are structured around target of 15 activations per side
- Deployment: Players alternate deployment in thirds like standard kill team
- Team Rule: Each team has a unique team rule special to that faction
- Initiative: Rolled at the start of the game and at the beginning of every new turning point.
- Command Point Economy:
- The player who wins initiative receives 4 CP.
- The player who loses initiative receives 5 CP
- CP are spent on stratagems
Rules & Modifications
1. Squad Activations
Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.
2. Control Zones
Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty
3. To Keep Pace - Synchronized rollouts
When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing
4. To Keep Pace - Double activations
To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.
5. Unit Hierarchy
Units are labeled as Boss, leader, standard unit and vehicle.
6. Equipment
Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.
When Attacking
1. Ranged attacks
Unless blast, attack only one model. Excess damage does not spill over to rest of squad.
2. Melee attacks
Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.
3. Split Fire
You can target different enemies during the same activations in situations like Bolter discipline and different squad members
4. Cover and Height
While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.
To Victory!
- Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
- Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
- Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
- Kill Op (Bonus VPs):
- Leader Kills: +1 VP
- Boss Kills: +2 VP
- Total Team Wipe: +5 VP
Kill Team: Armageddon
A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.
Core Game Setup
- Play Area: Played on scaled down 40K board around 48"x36"
- Activations: Teams are structured around target of 15 activations per side
- Deployment: Players alternate deployment in thirds like standard kill team
- Team Rule: Each team has a unique team rule special to that faction
- Initiative: Rolled at the start of the game and at the beginning of every new turning point.
- Command Point Economy:
- The player who wins initiative receives 4 CP.
- The player who loses initiative receives 5 CP
- CP are spent on stratagems
Rules & Modifications
1. Squad Activations
Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.
2. Control Zones
Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty
3. To Keep Pace - Synchronized rollouts
When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing
4. To Keep Pace - Double activations
To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.
5. Unit Hierarchy
Units are labeled as Boss, leader, standard unit and vehicle.
6. Equipment
Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.
When Attacking
1. Ranged attacks
Unless blast, attack only one model. Excess damage does not spill over to rest of squad.
2. Melee attacks
Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.
3. Split Fire
You can target different enemies during the same activations in situations like Bolter discipline and different squad members
4. Cover and Height
While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.
To Victory!
- Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
- Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
- Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
- Kill Op (Bonus VPs):
- Leader Kills: +1 VP
- Boss Kills: +2 VP
- Total Team Wipe: +5 VP
Kill Team: Armageddon
A scaled up Kill Team with an expanded roster including vehicles and squads. Focuses on longer and more tactical gameplay via alternating activations.
Core Game Setup
- Play Area: Played on scaled down 40K board around 48"x36"
- Activations: Teams are structured around target of 15 activations per side
- Deployment: Players alternate deployment in thirds like standard kill team
- Team Rule: Each team has a unique team rule special to that faction
- Initiative: Rolled at the start of the game and at the beginning of every new turning point.
- Command Point Economy:
- The player who wins initiative receives 4 CP.
- The player who loses initiative receives 5 CP
- CP are spent on stratagems
Rules & Modifications
1. Squad Activations
Squads must maintain formation, staying no further than 3 inches from another squadmate. Squads activate together.
2. Control Zones
Units do not possess control zones allowing for fluid movement across board without limitation, including point blank shooting and retreats without penalty
3. To Keep Pace - Synchronized rollouts
When attacking with multiple units using same ranged or melee weapons,dice are pooled. The other player will also pool save dice. Works in conjuction with cover saves and armor peircing
4. To Keep Pace - Double activations
To further increase pace of game, if activations between players are even, each player can do 2 activations of standard units in a single turn.
5. Unit Hierarchy
Units are labeled as Boss, leader, standard unit and vehicle.
6. Equipment
Razor wire, ladders, large and small barricades, etc., can be deployed on your entire half of the board including on terrain, and placement is alternated at the beginning of the game aside from ladders which can be placed at any time.
When Attacking
1. Ranged attacks
Unless blast, attack only one model. Excess damage does not spill over to rest of squad.
2. Melee attacks
Melee attacks when squad vs squad deal damage to entire squad. As damage is dealt to squad, models are removed as damage is dealt.
3. Split Fire
You can target different enemies during the same activations in situations like Bolter discipline and different squad members
4. Cover and Height
While in cover you are granted an auto cover save. When attacking from an elevated position, you are granted an auto hit.
To Victory!
- Victory Target: The game ends immediately when a player reaches 21 VP or when an entire enemy team is wiped out (unless otherwise specified)
- Round 1 Restriction: Just like standard Kill Team, no Victory Points can be scored from objectives during the first turning point.
- Standard Objectives: Objectives are captured at the end of the turning point by the player with the most squads on the objective. Captures are worth +5VP.
- Kill Op (Bonus VPs):
- Leader Kills: +1 VP
- Boss Kills: +2 VP
- Total Team Wipe: +5 VP